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YOGZULA
02-15-2017, 10:59 AM
Feels like parrying and guard breaking works a little bit differently? Anyone have the details? What about hero changes? Really like transparency in patch notes for things like this if you're reading ubi, would be much appreciated.

Knight_Raime
02-15-2017, 11:27 AM
"Matchmaking
All countries around the Mediterranean Sea are now part of the European continent.


Heroes
Collisions improvements and fixes
Improved animations


Audio
Audio balancing fixes and improvements


User Interface
Fixed a memory leak
Fixed occurrences of major framerate drop
Improved flow in and out of the invitation menu
Multiple localization fixes


Additional Fixes
Stability fixes
Connectivity and matchmaking improvements
Metagame bug fixes and UI improvments
Hero Balancing (based on player feedback) – *** these changes were already implemented during Beta phases ***
Fixed minor issue with the round counter
General bug fixes"

and here are those beta changes they were talking about hero wise:

"Kensei
Base HP increased from 120 to 125
Light Attack openers damage increased from 15 to 20
Light Attack 2nd Hits In Chain damage increased from 15 to 20
Helm Splitter damage increased from 15 to 20
Swift Strike damage increased from 15 to 20
Fixed a bug where you could perform a Swift Strike, then you could launch a Top Heavy that would come out way faster than usual


Warlord
Headsplitter Leap range reduced from 4m to 3.5m
Headbutt startup can no longer be cancelled into Guardbreak - (EDITED 10:15am EST)
Headbutt stamina damage reduced from 40 to 20
Full Block Stance Entry stamina cost increased from 5 to 15


Peacekeeper
Zone Attack initial range reduced from 4,3m to 3,5m
Dagger Cancel now all deal 1 damage point on top of Bleed (Left stance Cancel used to be 0)


Orochi
Storm Rush now has the correct stamina extra penalty if parried
Attack indicator is now visible during the run part of the Storm Rush Attack"

assume any other "change" someone claims to be false unless they have solid evidence to back it up.

default91
02-15-2017, 11:34 AM
http://forums.ubi.com/showthread.php/1577829-Changes-since-OBT-and-new-Character-Tier-List

Haniel_
02-15-2017, 04:45 PM
and here are those beta changes they were talking about hero wise:

"Kensei
Base HP increased from 120 to 125
Light Attack openers damage increased from 15 to 20
Light Attack 2nd Hits In Chain damage increased from 15 to 20
Helm Splitter damage increased from 15 to 20
Swift Strike damage increased from 15 to 20
Fixed a bug where you could perform a Swift Strike, then you could launch a Top Heavy that would come out way faster than usual

Holy crap... that's quite a buff, was the really THAT bad off before these? This explains why Kensei seem so strong despite the fast attack/recovery speeds.

YOGZULA
02-15-2017, 07:49 PM
the above list was the changes from closed to open beta. guard breaking and parrying feels different in live. the topic default linked seems to cover some things but is missing concise information

R3turner
02-15-2017, 10:22 PM
the above list was the changes from closed to open beta. guard breaking and parrying feels different in live. the topic default linked seems to cover some things but is missing concise information

You are absolutely correct. They changed GB timing, grabbing after a parry works differently. Blocking actually feels different on some chars. There are no patch notes for this, and the game feels a lot different from beta builds.


Holy crap... that's quite a buff, was the really THAT bad off before these? This explains why Kensei seem so strong despite the fast attack/recovery speeds.

He is not that strong. That buff does not address Kensei's main weakness, which is a lack of tools. He cant land any of those attacks against a semi-decent opponent. They are too slow and telegraphed. There is a tier-list around the forums, and while I don't agree with everything in there, I do agree with the fact that Kensei is garbage.

feuerundblut
02-16-2017, 03:15 AM
Don't you find changing guards being much slower than it was in betas? I ran some tests yesterday in practice mode and hell it feels super slow against 2 AI bots trying to block their attacks cause the time between one guard stance to another is ridiculously long.